Ramos
2007-12-12, 03:48 AM
I've been looking over the Elder Evil excerpts at wizards and I think someone was seriously drunk when working out the CR.
This is CR 20-the same CR as the Balor despite having twice the HP, a crapload of immunities, spellcasting as an 18th lvl sorceror and impassable DR and regeneration (for 20th lvl PCs that is)
Worm that Walks
hp 475 (25 HD); regeneration 10; DR 15/epic and good
CE Huge aberration
Init +6; Senses blind, blindsight 500 ft., true seeing; Listen +54
Aura frightful presence (60 ft., DC 32)
Languages telepathy 1,000 ft., tongues
AC 38, touch 30, flat-footed 36
Immune anathematic secrecy (malefic property), electricity, gaze attacks, illusions, visual effects, poison, sleep, paralysis, stunning, critical hits, flanking, elder evil immunities (page 6)
Resist cold 20, fire 20; SR 32
Fort +19, Ref +10, Will +20
Speed 50 ft. (10 squares), burrow 50 ft., climb 50 ft., swim 50 ft.
Melee 2 slams +36 each (4d6+20/19-20)
Space 15 ft.; Reach 15 ft.
Base Atk +18; Grp +46
Atk Options Power Attack, epic strike, worm-smite
Special Actions create spawn, discorporate, frightful presence, summon scion
Sorcerer Spells Known (CL 18th; 1d20+22 to overcome SR):
9th (3/day) -- dominate monster (DC 28)
8th (6/day) -- avascular mass[SC] (+18 ranged touch, DC 26), greater arcane fusion[CM]
7th (7/day) -- banishment (DC 25), insanity (DC 26), waves of exhaustion
6th (7/day) -- chain lightning (DC 24), disintegrate (+18 ranged touch), greater dispel magic
5th (7/day) -- feeblemind (DC 24), hold monster (DC 24), miasma of entropy[SC] (DC 23), mind fog (DC 23)
4th (8/day) -- enervation (+18 ranged touch), Evard's black tentacles, greater invisibility, ice storm
3rd (8/day) -- blink, haste, lightning bolt (DC 21), protection from energy
2nd (8/day) -- bull's strength, cat's grace, detect thoughts (DC 20), false life, shatter (DC 20)
1st (8/day) -- chill touch (+36 melee touch, DC 19), expeditious retreat, mage armor, shield, true strike
0 (6/day) -- arcane mark, detect magic, ghost sound (DC 18), mage hand, message, open/close, prestidigitation, read magic, touch of fatigue (+36 melee touch, DC 18)
Abilities Str 50, Dex 15, Con 32, Int 18, Wis 22, Cha 27
SQ nondetection, sign (infestation)
Feats Greater Spell Penetration, Improved Critical (slam), Improved Initiative, Power Attack, Spell Focus (enchantment), Spell Penetration, Sudden Empower[CAr]*, Sudden Maximize[CAr]*, Sudden Widen[CAr]*
* These feats allow the Worm that Walks to apply the effect of Empower Spell, Maximize Spell, and Widen Spell each once per day without increasing casting time.
Skills Balance +22, Climb +28, Concentration +39, Escape Artist +50, Hide +42, Jump +28, Listen +54, Move Silently +50, Spellcraft +24, Use Rope +2 (+6 bindings)
True Seeing (Su) As the true seeing spell; continuous; caster level 20th.
Frightful Presence (Su) The Worm that Walks inspires terror whenever it uses its wormsmite. Affected creatures must succeed on a DC 30 Will save or become shaken, remaining so as long as they stay within 60 feet of the Worm that Walks. A creature that saves cannot be affected by the Worm's frightful presence for 24 hours.
Tongues (Su) As the tongues spell; continuous; caster level 20th.
Worm-Smite (Ex) Once every 5 rounds, the Worm that Walks can make a standard melee attack to deliver a worm-smite. A creature struck by this attack must succeed on a DC 33 Reflex save or become covered in ravenous worms. On the Worm's next turn and every turn thereafter, the target takes 10d8 points of slashing damage as the worms consume the victim's flesh and burrow into its organs. The worms remain until destroyed or removed -- or until the target is slain, indicating the worms have devoured their victim.
A target can use a full-round action to attempt to remove the worms. Escaping requires a DC 33 Reflex save. Rolling on the ground -- and thus crushing the worms -- provides a +2 circumstance bonus on the save. Dealing at least 20 points of fire damage destroys the worms, but deals the same amount of damage to the victim as well. Conjuration (teleportation) spells or spell-like effects can also extricate the target from the worm-smite. The save DCs are Constitution-based. Constructs, elementals, oozes, and creatures of the incorporeal subtype are immune to this ability.
Create Spawn (Su) A humanoid or monstrous humanoid of Medium or smaller size killed by the Worm that Walks rises after 1d4 rounds as a spawn of Kyuss (MM2 186) under the Worm's control. It does not possess any of the abilities it had in life.
Discorporate (Ex) As an immediate action, the Worm that Walks can discorporate, collapsing into a pile of slithering vermin. There's one Fine worm (AC 20, 1 hp each) for each hit point the Worm that Walks possessed prior to discorporating. In the round it uses this ability, the worms fall to the ground, filling the Worm's space. Unless each worm is destroyed within 1 round, the writhing worms burrow into the earth or slither away using the Worm's various forms of movement. As long as any component vermin survives, the Worm that Walks can, within 24 hours, breed and create a new body to house its malicious essence.
Summon Scion (Sp) The Worm that Walks can summon a scion of Kyuss (see page 140) up to three times per day. This effect is the equivalent of an epic spell. The scion remains for up to 1 hour.
Anathematic Secrecy (Su) The Worm that Walks is immune to all divine divination spell effects.
Nondetection (Su) As the nondetection spell, always active; caster level 20th.
Skills The Worm that Walks has a +20 racial bonus on Balance, Escape Artist, Hide, Listen, and Move Silently checks.
This is CR 23. It has higher HP than a great wurm gold dragon, an insane amount of immunities and pretty powerful special abilities not to mention very very powerful meele. And it has the same CR as the poor Solar that has a quarter of its HP and no immunities.
Aspect of Atropus CR 23
hp 858 (66 HD); fast healing 20; DR 15/epic and good
LE Gargantuan undead (evil)
Init +5; Senses blind, blindsight 500 ft., true seeing; Listen +76
Aura negative energy (30 ft.)
Languages telepathy 1,000 ft., tongues
AC 43, touch 15, flat-footed 42; Dodge, Mobility
Immune anathematic secrecy (malefic property), cold, gaze attacks, elder evil immunities (page 6), undead immunities (MM 317)
Resist acid 20, fire 20, positive energy 10; SR 34
Saves: Fort +24, Ref +25, Will +42
Speed 50 ft. (10 squares); Spring Attack
Melee 2 slams +54 each (4d8+24/19-20 [on critical hit, death (Fort DC 67 negates) plus 1d6 Con drain plus energy drain)
Space 20 ft.; Reach 20 ft.
Base Atk +33; Grp +69
Atk Options Awesome Blow, Cleave, Combat Expertise, Great Cleave, Improved Bull Rush, Improved Overrun, Improved Sunder, Power Attack, Powerful Charge, Whirlwind Attack, aligned strike (evil, lawful), Constitution drain, energy drain, epic strike
Special Actions call meteor shower, create spawn, divine scourge (malefic property)
Spell-Like Abilities (CL 20th):
At will -- blight (+53 melee touch, DC 25), circle of death (DC 26), create greater undead
3/day -- quickened circle of death (DC 26), meteor swarm (DC 29), waves of exhaustion
1/day -- symbol of death (DC 28), wail of the banshee (DC 29)
Abilities Str 58, Dex 13, Con --, Int 25, Wis 24, Cha 31
SQ nondetection, sign (restless dead)
Feats Ability Focus (energy drain), Awesome Blow, Cleave, Combat Expertise, Devastating Critical (slam)[ELH] (DC 67), Dodge, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (slam), Improved Initiative, Improved Sunder, Improved Toughness[LM], Lightning Reflexes, Mobility, Overwhelming Critical (slam)[ELH], Positive Energy Resistance[LM], Power Attack, Powerful Charge, Quicken Spell-Like Ability (circle of death), Spring Attack, Weapon Focus (slam), Whirlwind Attack
Skills Balance +70, Climb +93, Concentration +69, Escape Artist +70, Hide +58, Intimidate +79, Jump +32, Knowledge (arcana) +76, Knowledge (religion) +76, Listen +76, Move Silently +70, Spellcraft +86, Use Rope +1 (+9 bindings)
True Seeing (Su) As the true seeing spell; continuous; caster level 20th.
Negative Energy Aura (Su) All undead creatures within 30 feet gain +5 turn resistance and fast healing 5, while all living creatures gain five negative levels for as long as they remain in the area unless they have some protection against negative energy effects. Living creatures that have 5 or fewer Hit Dice are slain and rise as spectres after 1d4 rounds.
Tongues (Su) As the tongues spell; continuous; caster level 20th.
Constitution Drain (Su) Living creatures hit by the aspect of Atropus's slam attack must succeed on a DC 53 Fortitude save or take 1d6 points of Constitution drain. On each such successful attack, the aspect of Atropus gains 5 temporary hit points. These temporary hit points last for up to 1 hour, and an aspect of Atropus can gain a maximum number of temporary hit points equal to its normal hit point total.
Energy Drain (Su) Living creatures hit by the aspect of Atropus's slam attack gain three negative levels. The DC is 55 for the Fortitude save to remove a negative level. For each negative level bestowed, the aspect of Atropus gains 5 temporary hit points. There temporary hit points last for up to 1 hour, and an aspect of Atropus can gain a maximum number of temporary hit points equal to its full normal hit point total.
Call Meteor Shower (Su) The aspect of Atropus can sacrifice 50 hit points to call down a torrent of meteors. All creatures (including the aspect of Atropus) within a 100-foot radius take 10d6 points of bludgeoning damage and 10d6 points of fire damage. A DC 53 Reflex save halves this damage. After the meteor shower each square in the area becomes difficult terrain and costs 2 squares of movement to enter.
Create Spawn (Su) A living creature of size Huge or smaller slain by the aspect of Atropus becomes an angel of decay (see page 30) in 1d4 rounds. Spawn are under the command of the aspect of Atropus and remain enslaved until its death. They do not possess any of the abilities they had in life.
Divine Scourge (Su) Once per day as a swift action, the aspect of Atropus can cause all divine spellcasters and extraplanar outsiders within a 1,000-mile radius to become sickened for 1d4 hours. An affected creature must succeed on a DC 53 Fortitude save or take 66 points of vile damage.
Anathematic Secrecy (Su) The aspect of Atropus is immune to all divine divination spell effects.
Nondetection (Su) As the nondetection spell; continuous; caster level 20th.
This is CR 20-the same CR as the Balor despite having twice the HP, a crapload of immunities, spellcasting as an 18th lvl sorceror and impassable DR and regeneration (for 20th lvl PCs that is)
Worm that Walks
hp 475 (25 HD); regeneration 10; DR 15/epic and good
CE Huge aberration
Init +6; Senses blind, blindsight 500 ft., true seeing; Listen +54
Aura frightful presence (60 ft., DC 32)
Languages telepathy 1,000 ft., tongues
AC 38, touch 30, flat-footed 36
Immune anathematic secrecy (malefic property), electricity, gaze attacks, illusions, visual effects, poison, sleep, paralysis, stunning, critical hits, flanking, elder evil immunities (page 6)
Resist cold 20, fire 20; SR 32
Fort +19, Ref +10, Will +20
Speed 50 ft. (10 squares), burrow 50 ft., climb 50 ft., swim 50 ft.
Melee 2 slams +36 each (4d6+20/19-20)
Space 15 ft.; Reach 15 ft.
Base Atk +18; Grp +46
Atk Options Power Attack, epic strike, worm-smite
Special Actions create spawn, discorporate, frightful presence, summon scion
Sorcerer Spells Known (CL 18th; 1d20+22 to overcome SR):
9th (3/day) -- dominate monster (DC 28)
8th (6/day) -- avascular mass[SC] (+18 ranged touch, DC 26), greater arcane fusion[CM]
7th (7/day) -- banishment (DC 25), insanity (DC 26), waves of exhaustion
6th (7/day) -- chain lightning (DC 24), disintegrate (+18 ranged touch), greater dispel magic
5th (7/day) -- feeblemind (DC 24), hold monster (DC 24), miasma of entropy[SC] (DC 23), mind fog (DC 23)
4th (8/day) -- enervation (+18 ranged touch), Evard's black tentacles, greater invisibility, ice storm
3rd (8/day) -- blink, haste, lightning bolt (DC 21), protection from energy
2nd (8/day) -- bull's strength, cat's grace, detect thoughts (DC 20), false life, shatter (DC 20)
1st (8/day) -- chill touch (+36 melee touch, DC 19), expeditious retreat, mage armor, shield, true strike
0 (6/day) -- arcane mark, detect magic, ghost sound (DC 18), mage hand, message, open/close, prestidigitation, read magic, touch of fatigue (+36 melee touch, DC 18)
Abilities Str 50, Dex 15, Con 32, Int 18, Wis 22, Cha 27
SQ nondetection, sign (infestation)
Feats Greater Spell Penetration, Improved Critical (slam), Improved Initiative, Power Attack, Spell Focus (enchantment), Spell Penetration, Sudden Empower[CAr]*, Sudden Maximize[CAr]*, Sudden Widen[CAr]*
* These feats allow the Worm that Walks to apply the effect of Empower Spell, Maximize Spell, and Widen Spell each once per day without increasing casting time.
Skills Balance +22, Climb +28, Concentration +39, Escape Artist +50, Hide +42, Jump +28, Listen +54, Move Silently +50, Spellcraft +24, Use Rope +2 (+6 bindings)
True Seeing (Su) As the true seeing spell; continuous; caster level 20th.
Frightful Presence (Su) The Worm that Walks inspires terror whenever it uses its wormsmite. Affected creatures must succeed on a DC 30 Will save or become shaken, remaining so as long as they stay within 60 feet of the Worm that Walks. A creature that saves cannot be affected by the Worm's frightful presence for 24 hours.
Tongues (Su) As the tongues spell; continuous; caster level 20th.
Worm-Smite (Ex) Once every 5 rounds, the Worm that Walks can make a standard melee attack to deliver a worm-smite. A creature struck by this attack must succeed on a DC 33 Reflex save or become covered in ravenous worms. On the Worm's next turn and every turn thereafter, the target takes 10d8 points of slashing damage as the worms consume the victim's flesh and burrow into its organs. The worms remain until destroyed or removed -- or until the target is slain, indicating the worms have devoured their victim.
A target can use a full-round action to attempt to remove the worms. Escaping requires a DC 33 Reflex save. Rolling on the ground -- and thus crushing the worms -- provides a +2 circumstance bonus on the save. Dealing at least 20 points of fire damage destroys the worms, but deals the same amount of damage to the victim as well. Conjuration (teleportation) spells or spell-like effects can also extricate the target from the worm-smite. The save DCs are Constitution-based. Constructs, elementals, oozes, and creatures of the incorporeal subtype are immune to this ability.
Create Spawn (Su) A humanoid or monstrous humanoid of Medium or smaller size killed by the Worm that Walks rises after 1d4 rounds as a spawn of Kyuss (MM2 186) under the Worm's control. It does not possess any of the abilities it had in life.
Discorporate (Ex) As an immediate action, the Worm that Walks can discorporate, collapsing into a pile of slithering vermin. There's one Fine worm (AC 20, 1 hp each) for each hit point the Worm that Walks possessed prior to discorporating. In the round it uses this ability, the worms fall to the ground, filling the Worm's space. Unless each worm is destroyed within 1 round, the writhing worms burrow into the earth or slither away using the Worm's various forms of movement. As long as any component vermin survives, the Worm that Walks can, within 24 hours, breed and create a new body to house its malicious essence.
Summon Scion (Sp) The Worm that Walks can summon a scion of Kyuss (see page 140) up to three times per day. This effect is the equivalent of an epic spell. The scion remains for up to 1 hour.
Anathematic Secrecy (Su) The Worm that Walks is immune to all divine divination spell effects.
Nondetection (Su) As the nondetection spell, always active; caster level 20th.
Skills The Worm that Walks has a +20 racial bonus on Balance, Escape Artist, Hide, Listen, and Move Silently checks.
This is CR 23. It has higher HP than a great wurm gold dragon, an insane amount of immunities and pretty powerful special abilities not to mention very very powerful meele. And it has the same CR as the poor Solar that has a quarter of its HP and no immunities.
Aspect of Atropus CR 23
hp 858 (66 HD); fast healing 20; DR 15/epic and good
LE Gargantuan undead (evil)
Init +5; Senses blind, blindsight 500 ft., true seeing; Listen +76
Aura negative energy (30 ft.)
Languages telepathy 1,000 ft., tongues
AC 43, touch 15, flat-footed 42; Dodge, Mobility
Immune anathematic secrecy (malefic property), cold, gaze attacks, elder evil immunities (page 6), undead immunities (MM 317)
Resist acid 20, fire 20, positive energy 10; SR 34
Saves: Fort +24, Ref +25, Will +42
Speed 50 ft. (10 squares); Spring Attack
Melee 2 slams +54 each (4d8+24/19-20 [on critical hit, death (Fort DC 67 negates) plus 1d6 Con drain plus energy drain)
Space 20 ft.; Reach 20 ft.
Base Atk +33; Grp +69
Atk Options Awesome Blow, Cleave, Combat Expertise, Great Cleave, Improved Bull Rush, Improved Overrun, Improved Sunder, Power Attack, Powerful Charge, Whirlwind Attack, aligned strike (evil, lawful), Constitution drain, energy drain, epic strike
Special Actions call meteor shower, create spawn, divine scourge (malefic property)
Spell-Like Abilities (CL 20th):
At will -- blight (+53 melee touch, DC 25), circle of death (DC 26), create greater undead
3/day -- quickened circle of death (DC 26), meteor swarm (DC 29), waves of exhaustion
1/day -- symbol of death (DC 28), wail of the banshee (DC 29)
Abilities Str 58, Dex 13, Con --, Int 25, Wis 24, Cha 31
SQ nondetection, sign (restless dead)
Feats Ability Focus (energy drain), Awesome Blow, Cleave, Combat Expertise, Devastating Critical (slam)[ELH] (DC 67), Dodge, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (slam), Improved Initiative, Improved Sunder, Improved Toughness[LM], Lightning Reflexes, Mobility, Overwhelming Critical (slam)[ELH], Positive Energy Resistance[LM], Power Attack, Powerful Charge, Quicken Spell-Like Ability (circle of death), Spring Attack, Weapon Focus (slam), Whirlwind Attack
Skills Balance +70, Climb +93, Concentration +69, Escape Artist +70, Hide +58, Intimidate +79, Jump +32, Knowledge (arcana) +76, Knowledge (religion) +76, Listen +76, Move Silently +70, Spellcraft +86, Use Rope +1 (+9 bindings)
True Seeing (Su) As the true seeing spell; continuous; caster level 20th.
Negative Energy Aura (Su) All undead creatures within 30 feet gain +5 turn resistance and fast healing 5, while all living creatures gain five negative levels for as long as they remain in the area unless they have some protection against negative energy effects. Living creatures that have 5 or fewer Hit Dice are slain and rise as spectres after 1d4 rounds.
Tongues (Su) As the tongues spell; continuous; caster level 20th.
Constitution Drain (Su) Living creatures hit by the aspect of Atropus's slam attack must succeed on a DC 53 Fortitude save or take 1d6 points of Constitution drain. On each such successful attack, the aspect of Atropus gains 5 temporary hit points. These temporary hit points last for up to 1 hour, and an aspect of Atropus can gain a maximum number of temporary hit points equal to its normal hit point total.
Energy Drain (Su) Living creatures hit by the aspect of Atropus's slam attack gain three negative levels. The DC is 55 for the Fortitude save to remove a negative level. For each negative level bestowed, the aspect of Atropus gains 5 temporary hit points. There temporary hit points last for up to 1 hour, and an aspect of Atropus can gain a maximum number of temporary hit points equal to its full normal hit point total.
Call Meteor Shower (Su) The aspect of Atropus can sacrifice 50 hit points to call down a torrent of meteors. All creatures (including the aspect of Atropus) within a 100-foot radius take 10d6 points of bludgeoning damage and 10d6 points of fire damage. A DC 53 Reflex save halves this damage. After the meteor shower each square in the area becomes difficult terrain and costs 2 squares of movement to enter.
Create Spawn (Su) A living creature of size Huge or smaller slain by the aspect of Atropus becomes an angel of decay (see page 30) in 1d4 rounds. Spawn are under the command of the aspect of Atropus and remain enslaved until its death. They do not possess any of the abilities they had in life.
Divine Scourge (Su) Once per day as a swift action, the aspect of Atropus can cause all divine spellcasters and extraplanar outsiders within a 1,000-mile radius to become sickened for 1d4 hours. An affected creature must succeed on a DC 53 Fortitude save or take 66 points of vile damage.
Anathematic Secrecy (Su) The aspect of Atropus is immune to all divine divination spell effects.
Nondetection (Su) As the nondetection spell; continuous; caster level 20th.